Show me last thing you made, this is mine
>>783528Looks like poo. Sorry.
attempting to make billboard fx for unity.
>>783528Looks pretty good, you should throw it into an engine and see how it looks! Substance painter viewport always looks different from game engines.
I really just need to sit down for a few hours and just learn substance painter. Texturing just doesn't work with my brain rip
jsut dumping my recent works here fuggit
>>783551>>783553>>783555>>783586Not sure if you're all the same anon but yeah start focusing on learning Substance painter. Your textures are bringing down the overall quality of the props. Adobe has some great substance tutorials on youtube for free that you could check out. I also took Flippednormals course on substance texturing and they go through the process with you.
I am still working on my 100+ pieces SciFi Greeble kitbash-set.Pic related is what I have completed (with UVs). 52 pieces so far. But there are another 30 that are build but still need unwrapping. >>783528Well done Anon. Get an FPS-rig and animate it...its a great looking gun and I'd love to see it in action. >>783551You also need to learn art basics and fundamentals of texturing/surfacing. Learning Painter is necessary, but I fear even if you know the program, you'll fall into the trap of using smart materials in the wrong way and it'll look bad anyway. You need to train you brain to see better - these scratches on your guns are a good example - you know they look like the doodling of an 5 year old, right? What went through your head when you did that? You also didn't use references, right? Don't be stupid and learn the whole package, its you lacking art skills that are bringing down your work and learning these will make the most difference in quality.
>>783654Aren't there already 100x too many of these greeble kits in the wild? Not for nothin' but there's literally no way to make a new one stand out from the other 72,486 hundred-piece sci-fi kitbash collections... I know they're easy to make, but challenge yourself a little, especially if you plan on selling assets.Also remember you're trying to sell to pirates.
>>783665I am not selling these. These are mine. I plan to do a couple of SciFi projects in the near future and I need them for that.
>>783672Well than knock yourself out!Can't imagine why you'd want to re-invent the greeble, but hey, seek your happiness.
>>783674Then let me explain my motivation: I am kind of honour bound. I will use a ton of stuff from other artists in my project (megascans for nature for example) so i want to at least design all of the hardsurface models (spaceships and other vehicles) myself. That includes the greeble stuff. I fucked up my right wrist recently (carpal tunnel syndrome) so I can only work for a short amount of time, I am also kind of depressed (low energy) which kills my ability to design. So forcing myself to do a piece of greeble every other day keeps me kinda happy, productive and it keeps me in the game. This is a big side project I use as filler whenever I can't work properly on other projects like right now.
>>783528Made this SCP (Cursed abacus thingy) for a friend.
>>783681there's nothing wrong with this. Sound like a good idea to me.
>>783737Yeah, I would even recommend it to others. I have a couple of these side projects and I feel like these increase my productivity overall. If i am not working on my main projects, even If i am lazy I can talk myself into doing something here and there and so I am always making some progress. The most important thing for me is to break these down into small pieces so that I can easily have a success experience, which feeds into my long-time motivation. Side projects are almost always production related and I am staying inside my comfort zone. Main projects involve lots of learning and RnD and are often outside of my comfort zone.
>>783654Not the anon considering buying substance but do you know of any courses that would help with art basics and fundimentals while also teaching 3d texturing software?
>>783762No, not really. Sorry.
>>783528Prop for my game.
>>783679Love the texture.
retarded gas block took too long.handguard/flash hider/magwell/mag/rear irons still to go
>>783680>>783679I realy love the design, i have a question too, how was the beveled normal made? I find it a pain to make bevels in 3d so im looking for a way to do it in texture if possible
idk why i am as happy about this render as i am about renders where i actually tried a lot, something about it seems fine to me
>>783788in blender it is possible to make a shader that bevels normals and then bake the normal map
>>783551The wood parts look like they're made of plastic ballsack-skin.
Most recent thing I've made, but not the most proud, since it's based heavily on another work of art. I might even call it a rip off.
>>783871This is the second most recent thing I've made, and I like it much more. It's a remake of a weapon from a PS1 game.
>>783872Third most recent just for funnzies.>>783528That looks really nice>>783551Really cool to see someone model an AK with a thumbhole stock. Vidya games rarely do something like that. It looks nice, even if the textures are a bit rough.>>783654That looks gorgeous. How did you model those? Bools? The complexity of the detail is really, really nice.>>783679Really nice model. I don't like the paintjob, but I understand the appeal of it. But again, the model is fantastic.>>783711Your materials are amazing.>>783777Based and pot pilled>>783781The level of detail on the gas block is nuts. Very impressive. I'd be really curious to see the wires on it. That's a really nice model. Wish I could remember what the weapon is called.
>>783873thanks this was my inspiration
>>783555naisu!>>783553>>783654intedasting>>783528not bad>>783551cool but not new>>783592cute :3
>>783528Just played Total war troy and I liked the shield. I also need to practice my noding. So I give myself quick challenges using images for detail. Anyone using trim sheets for this sort of thing or is that a meme?
>>783528Very fresh beginner
>>784063Design also mine
>>784063Yeah, but does it move good?
my own board lol
>>784092Looks sick, Tony.
>>783873nice cottage house would chill out in.it's the sg550. i plan to make every variant in its family along with the FAMAE variants for an autistic unity game idea. it's my first real project since first dling blender on the 5th, so I guarantee it's a travesty in how i'm actually making it. Certain areas are overly modeled that will never be seen, bad practice in destructive modifications, high edge circles on tiny objects, etc. The biggest offender is the ridiculously bad use of polygons on the handguard. it's a really good learning experience though even if the model is attrociously inefficient in areas.
>>784145>nice cottage house would chill out in.Thanks anon, I'll 3D-print a life-size version for you.>autistic unity game>Certain areas are overly modeled that will never be seenEmbrace the autism fully. Guns are /k/ool. Even if you made a CAD model with 1:1 internal parts that could be 3D printed and interchanged with the real thing, I wouldn't consider it over modeled. Plus modelling all that detail is a good way to hone your skills, so don't worry too much, especially for a first project. That said, don't let yourself get too bogged down in the details if it isn't fun for you.> The biggest offender is the ridiculously bad use of polygons on the handguard.I wouldn't worry too much for a game model. I mean, it's always nice to work with all-quad topo, and that's definitely what you should aim for, but for a game model, some bad topo isn't going to kill you. One thing I would suggest is this: in the future, when you get better (and by the looks of things, you're doing pretty well already) go back and model another 550, then compare it with your original. Seeing your improvements is a great way to boost morale.
>>784150Do you know, or anyone else for that matter, know any good blender resources on retopology or more specifically best practice guidelines for building models with different poly resolution end results in mind?Retopoflow?
First time doing a character, I think I managed to fake my way into a ok looking render with the little hair, because it took me way too long to finish it. Pretty sad about the chin hair and eyes, they look pretty mehj
Eternal WIP, but I'd call it a finished first pass. I plan on doing major reworks, but I'm putting it on pause until I upgrade my PC.
>>784206based and waterpilled
>>784203Add a cornea bulge and tone down the reflection.
>>784203LOOK AT EET GO
>>784215>cornea bulgeI was totally lost doing the eye part, gonna look it up
>>784206Nice, cozy feeling. What strikes me is the 4th shot, the entrance concrete part is weird, also the last shot the rain hitting the concrete is off feeling, unless that's what you were planning for. What software did you use ?
>>784328I know what you mean, that's because denoising at the current sample count is ruining all the tiny surface detail of the asphalt. I used Cycles for this. I think I'll be switching to Octane or UE4 when I upgrade because I already have a full version of this in Unreal, too.
I made this dojo from the game dofus
>>784266ROLL OUT THE BARREL
>>783528low poly soldier dudes.
>>783528I ONLY design in Fusion360... so everything I design is REAL and can be made.Is it a working model or just looks like a real thing?
>>784477>so everything I design is REALNo fucko, what you design is just data on a computer.
>>784482No... what I design GETS MADE.CNC plus lathe work.Does ya get it now, hon?
>>784482>REALAs in ALL the parts and shapes have to work and work together to do real jobs, plus be able to be maintained, removed, cleaned and replaced, with tolerances.I don't just paint pretty pictures of non-functioning clip-art.
>>784483>>784485lol who cares, I don't expect people to decorate their living room with a washing machine's guts, or a kid be more inspired by a vacuum cleaner than a completely fictional spaceship